Making the Ultimate Natural Attacking Monster


Advice


Before I begin, I would like to say that I do NOT recommend making this build, as it tends to be VERY feat heavy and also very expensive in terms of magic items. However, by using the information I have gathered, this should give everyone a good idea as to how to gain a lot of useful natural attacks.

For this build, I'm going to use the example of being an Aasimar Alchemist...

Here are the items you need:

Talons of Leng - 67,000gp
Helm of the Mammoth Lord - 8,500gp
Wyvern Cloak - 78,600gp

Here are the feats you need:

Racial Heritage (Kobold)
Tail Terror
Angelic Blood
Angelic Flesh
Angel Wings
Metallic Wings

Here are the Discoveries you need:

Feral Mutagen
Vestigial Arm
Vestigial Arm
Tentacle

On a side note, I'm sure many people will cry 'foul' at the usage of vestigial arms in this system, but understand that I am only going to use them for a very specific purpose.

Basically, here is what you do: by placing the 'Talons of Leng' on your vestigial arms, you are effectively granted 2 claw attacks (per the rules of the magic item). Now, it has already been stated by multiple devs that feral mutagen can only go on your 'original hands'. Therefore, if you place the talons of leng on vestigial arms while under the effects of feral mutagen, you will essentially have 4 claw attacks and 1 bite.

From there, we add in the gore attack granted from Helm of the Mammoth Lord and the 'Sting attack' granted from the Wyvern Cloak. This combination has now granted us '7' PRIMARY natural attacks.

To take things one step further, we can also add 4 'secondary natural attacks by using the tentacle discovery, tail terror feat, and the metallic wings feat.

In total, we have achieved 11 natural attacks.


Here's a level 12 build from Ohaku that gives 13 attacks.. here

human barbarian 9/vivisectionist 2/barbarian 1

Feats
1st Racial Heritage (kobold)
1st Tail Terror
3rd Two-Weapon Fighting
5th Multiattack (claws, bite, and tail by this point)
7th Eldritch Claws
9th Improved Two-Weapon Fighting
11th Extra Discovery

Barbarian Rage Powers
2nd lesser beast totem
4th animal fury
6th beast totem
8th reckless abandon
10th (12th) greater beast totem

Alchemist Discoveries
2nd (11th) vestigial arm
Feat (11th) vestigial arm

2 claws, 1 bite, 1 tail, 2 hooves, 2 tentacles, plus 5 iterative attacks, makes 13. You'll probably have a better chance to hit to boot (although you're missing out on cold iron with the natural attacks, and the 60 ft' move speed).

Anyway, bleah. Outstanding questions:

1. Is there any way to qualify for (and take) Angelic Wings right at 10th level? Then you could grab Metallic Wings at 11th.
2. Is there any way to gain an alchemist discovery with only one level of alchemist? If you could do that, then you could sneak in a level of fighter in this last build for Greater Two-Weapon Fighting.


My friend and I were talking about an Eldritch Knight that focused in polymorph spells like Beast Shape.

Also: Octopus + Kiddy Pool + Floating Disk = Profit?


The problem with the '13' attack build is that all your primary attacks become secondary (and thus they lose a lot of power). And while it's true that you can make a lot of attacks, keep in mind that such a build sacrifices in strength due to the insane dex requirement to maintain two-weapon fighting.

The above-mentioned alchemist has no such worries, as all his attacks are 'natural attacks' (thus he doesn't required a dex investment).

On a side note, I'm not a huge fan of polymorph spells because I'm actually very fond of keeping my gear (Although Giant Form into a Troll is usually a pretty good deal).


Oooh, I was rather excited to see this forum, as I was toying with this idea recently. I haven't thought it out as well as you, but I wondered if usinga Tengu or Tiefling would be of benefit? With a Tengu, you can start off with three natural attacks (bite and two claws if you sacrifice your exotic weapon training). A tielfing can start out with claw attacks and a prehensil tail, as well. Or do the stat boosts negate that?


I don´t think Racial Heritage Tail Terror would fly with a lot of GM´s. I mean seriously, being adopted by Kobolds does not grow you a tail.

Grand Lodge

Smug Narcissist wrote:
I don´t think Racial Heritage Tail Terror would fly with a lot of GM´s. I mean seriously, being adopted by Kobolds does not grow you a tail.

Racial Heritage means you are descendant from Kobolds, not adopted by them.


You have been told, time and again, in the very clearest terms that can be used, directly by the game devs, that vestigial arms, tentacles and what not do NOT grant any extra attacks. Not in a box, not with a fox.


DrDeth wrote:
You have been told, time and again, in the very clearest terms that can be used, directly by the game devs, that vestigial arms, tentacles and what not do NOT grant any extra attacks. Not in a box, not with a fox.

There is nothing stopping me from putting Talons of Leng on Vestigial arms and getting 2 claw attacks from them (the item specifically 'grants' natural attacks).

However, if you must insist on debating this point, let me point something out...

BAB +11/+6/+1

It has already been established that vestigial arms and the 'tentacle' discovery are based off of your BAB. With that being said, here is what I do:

Normally, I can make 3 'unarmed strikes' with my BAB progression. However, I instead choose to substitute my 'unarmed strikes' for my natural attacks (in this case, 2 claw attacks and 1 tentacle attack).

Therefore, without EVER exceeding my BAB (and thus not gaining any extra attacks) I have achieved the following:

Instead of unarmed strike/unarmed strike/unarmed strike...I instead make claw/claw/tentacle.

Of course, this is assuming I'm even indulging the idea that the Talons don't already grant me claw attacks (and since both vestigial arms have a hand slot...well, lets just say it shouldn't even be an issue).


Threads like this are why my GM looks like he's sucking on a lemon everytime my Vivisectionist does something.

Well, that and all the free lemons.


And on a side note, yes, Tengu would pretty much save you from taking the Feral Mutagen discovery, but keep in mind that a tengu doesn't really benefit from being an alchemist (no relevant ability scores, and weaker natural attacks).

Again, I do not think you need to achieve THAT many natural attacks (especially since some of those items are 'crazy' expensive). Instead, you should probably settle for just a few of them instead.

Currently, my human alchemist can make 5 natural attacks (4 being primary) without really breaking a sweat. However, the idea of putting Talons of Leng on my Vestigial arms REALLY has intrigued me.


Not sure how using the Talons of Leng is any different than trying to target the V-Arms with Feral Mutagen...

Like I said before, I disagree with the dev ruling, but it is what it is.


Lamontius wrote:


Threads like this are why my GM looks like he's sucking on a lemon everytime my Vivisectionist does something.

Well, that and all the free lemons.

This response made my day as it has been a tough one. Thanks Lamontius :)


The only thing in issue with the feral mutagen and v-arms is that the devs specifically said that you could not target the v-arms when drinking the mutagen (not sure why exactly, but it was stated that the mutagen only effects your 'original' arms).

Because v-arms have their own hand-slot, then the talons of leng can be equipped to them (and the talons specifically grant 2 claw attacks to each hand that is wielding them).

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